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6 Aug 2024 23:28:38 EDT (-0400)
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From: Thomas de Groot
Subject: Re: artistic water
Date: 9 Nov 2006 03:18:57
Message: <4552e471@news.povray.org>
"Tek" <tek### [at] evilsuperbraincom> schreef in bericht 
news:45523a76$1@news.povray.org...
>
> Really? But I'm encouraging people to develop skills that serve no 
> marketable purpose whatsoever! Just think of all those budding CG artists 
> whose lives I've ruined by leading them to povray instead of Maya! 
> Mwahahahahaha!
>
Now, that's evil!  Shame on you!!!

Thomas


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From: Tek
Subject: Re: artistic water
Date: 9 Nov 2006 13:56:45
Message: <455379ed@news.povray.org>
"Christoph Hormann" <chr### [at] gmxde> wrote in message 
news:4552da59$1@news.povray.org...
> Pretty good - the horizon looking strange might also be due to something 
> else.  In real life you would have quite a lot of spray in the air in such 
> a situation that would limit the sight so you would not be able to see 
> that far.

Yeah I was thinking of adding a little fog to take care of that but I 
haven't got round to it yet :)

-- 
Tek
http://evilsuperbrain.com


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From: s day
Subject: Re: artistic water
Date: 9 Nov 2006 15:55:01
Message: <web.455394c7c41de098ffb947b40@news.povray.org>
"Tek" <tek### [at] evilsuperbraincom> wrote:
> "Gail Shaw" <initialsurname@sentech sa dot com> wrote in message
> news:45515d23@news.povray.org...
> > That's fantastic.
>
> Thank you :)
>
> > You might be able to fix the 'all at the same height' problem if you add a
> > large scale f_rand3d to the function.
>
> I've now added f_spotted and the problem is completely fixed (plus it now
> looks like an even more dramatic ocean!).
>

Firstly, the water is fantastic, really dramatic looking, I guess you could
adjust the size of the rubber ring to make the waves look even larger...

Secondly any chance you can post the improved render.

Sean


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From: Tek
Subject: Re: artistic water
Date: 9 Nov 2006 16:02:36
Message: <4553976c@news.povray.org>
"s.day" <s.d### [at] uelacuk> wrote in message 
news:web.455394c7c41de098ffb947b40@news.povray.org...
>
> Secondly any chance you can post the improved render.

Well I was waiting until I let one finish with anti-aliasing turned on! 
Trouble is I keep stopping it when it's half done to tweak the wave shapes. 
Although I think I'm happy with them now, so I'm chucking a sinking ship in 
there to show off the refraction and media effects below the surface. Here's 
a taster (without anti-aliasing).

-- 
Tek
http://evilsuperbrain.com


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Attachments:
Download 'water2-1.jpg' (158 KB)

Preview of image 'water2-1.jpg'
water2-1.jpg


 

From: Kyle
Subject: Re: artistic water
Date: 9 Nov 2006 20:10:50
Message: <75k7l29lb4p1uh7tc35g3o99nnh7jjp874@4ax.com>
Oooh, those waves look very nice.  Much better than I have achieved.  Great work!  

I'll be keeping an eye out for the code... I hope you will post it.


Kyle


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From: Tek
Subject: Re: artistic water
Date: 9 Nov 2006 20:31:37
Message: <4553d679$1@news.povray.org>
I'll probably post it when it's finished...

-- 
Tek
http://evilsuperbrain.com

"Kyle" <hob### [at] gatenet> wrote in message 
news:75k7l29lb4p1uh7tc35g3o99nnh7jjp874@4ax.com...
> Oooh, those waves look very nice.  Much better than I have achieved. 
> Great work!
>
> I'll be keeping an eye out for the code... I hope you will post it.
>
>
> Kyle
>


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From: Ben Chambers
Subject: Re: artistic water
Date: 10 Nov 2006 02:39:02
Message: <45542c96@news.povray.org>
Tek wrote:
> I decided to have a play with ridged_mf. Usually I avoid it because it has 
> all those parameters and granite generally looks good enough. Anyway, I came 
> up with something rather good!
> 
> Render time 6h 36m.

I assume you're using an isosurface?  You could probably speed up the 
rendertime (by several orders of magnitude, in fact) by first rendering 
the pattern as a height field.

...Chambers


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From: Thomas de Groot
Subject: Re: artistic water
Date: 10 Nov 2006 03:13:00
Message: <4554348c@news.povray.org>
"Ben Chambers" <ben### [at] pacificwebguycom> schreef in bericht 
news:45542c96@news.povray.org...
>
> I assume you're using an isosurface?  You could probably speed up the 
> rendertime (by several orders of magnitude, in fact) by first rendering 
> the pattern as a height field.
>

...but then you will miss the overhanging parts...!

Thomas


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From: Ben Chambers
Subject: Re: artistic water
Date: 10 Nov 2006 04:57:54
Message: <45544d22$1@news.povray.org>
Thomas de Groot wrote:
> "Ben Chambers" <ben### [at] pacificwebguycom> schreef in bericht 
> news:45542c96@news.povray.org...
>> I assume you're using an isosurface?  You could probably speed up the 
>> rendertime (by several orders of magnitude, in fact) by first rendering 
>> the pattern as a height field.
>>
> 
> ...but then you will miss the overhanging parts...!
> 
> Thomas 
> 
> 

Were there some?  I found it hard to see any in the picture.

Of course, you could use intersections between height fields, and other 
such tricks, but that gets... tricky ;)

...Chambers


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From: Tek
Subject: Re: artistic water
Date: 10 Nov 2006 10:19:14
Message: <45549872$1@news.povray.org>
"Ben Chambers" <ben### [at] pacificwebguycom> wrote in message 
news:45544d22$1@news.povray.org...
> Thomas de Groot wrote:
>>
>> ...but then you will miss the overhanging parts...!
>
> Were there some?  I found it hard to see any in the picture.

The overhanging parts aren't obvious in the first version of this image 
(aside from the whole thing leaning left, but that could easily be done with 
Skew_Trans on a height field), but if you look at my new post they're much 
more visible.

The render time's mostly caused by radiosity (which I've since disabled) and 
reflections & refractions. A heightfield would be a big help with those 
because it traces very quickly, though the resolution I'd need for this 
image would mean a huge pretrace time to generate that heightfield, and a 
huge lump of memory to store it!

-- 
Tek
http://evilsuperbrain.com


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